/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraComponentRendererProperties.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, MinimalAPI, Meta=(DisplayName="Component Renderer")) class UNiagaraComponentRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)
bool
bAssignComponentsOnParticleID
If true then components will not be automatically assigned to the first particle available, but try to stick to the same particle based on its unique id.
bool
bCreateComponentFirstParticleFrame
If true then new components can only be created on newly spawned particles.
bool
bOnlyActivateNewlyAquiredComponents
If true then components will only be activated when newly acquired.
bool
bVisualizeComponents
If true then the editor visualization is enabled for the component; has no effect in-game.
uint32
ComponentCountLimit
The max number of components that this emitter will spawn or update each frame.
TSubclassOf<US...
ComponentType
The scene component class to instantiate
FNiagaraVariabl...
EnabledBinding
Which attribute should we use to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.
TArray<FNiagar...
PropertyBindings
int32
RendererVisibility
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
FNiagaraVariabl...
RendererVisibilityTagBinding
Which attribute should we use to check if component rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.
TMap<FName,FN...
SetterFunctionMapping
TObjectPtr<USc...
TemplateComponent
The object template used to create new components at runtime.